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Voltak

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Everything posted by Voltak

  1. The driver also matters way more than the car. Adams, the MM, is a top notch MM player. His skill level is important. However. This is not the first time he runs his MMs in 4 stars. If you need a dmg dealer , an MM is sure to wreck things quickly especially singe target, hard targets. Incandescence works wonders. It is the fastest recharging Destiny in the game. The buffs to healing are tremendous. It's ideal for MMs for control and positioning. Two of those destinies in the team helps tremendously for speeding and for Pet management.
  2. Thank you for the compliment. You are welcome. Evasive maneuvers is a travel boost, it also enhances control while in flight. These two alone are very valuable. It also is a resist/prot vs anti-fly powers from enemy. Also, you do not lose the defensive numbers if you are attacked. You only lose if you are engaging at attacking them or if you buff your team or buff pets. However, have you seen my videos ? While traveling in the ITF or in AEON or any other very hard content, the defense while traveling from one point to another is very very welcome, since it is one additional manner to help protect you while moving especially when moving for the sake of speed is needed. The enemy can target you or attack you, as long as you are just traveling to the next spot, you are keeping those defense numbers. That, again, is complemented by the movement boost provided.
  3. Interesting no one, except Six, has mentioned Elec/Elec Defender. It can solo things as difficult as any other defender can. You get your pet very very early which means you start healing and buffing yourself very very early Your drains provide huge mitigation on top of the things mentioned above. I leveled mine from 1-50. Did not feel like a grind and that was before the buffs to Elec Blast. Now, the dmg is better.
  4. VIDEO quality HD version should be updated in a few mins from now This was not even programmed to happen because @EV and myself were about to log off. I was not seeing any action going on so I was doing some things at the Auction House and crafting some enhancements. Then our friends started to persuade to do a four-star. Then we persuaded @EV to stay. This is what happened. Oh, part two was done in only 5 minutes !! SAY NO TO PEER PRESSURE 🙂
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  5. PREACH PREACH By the way, balanced to me, in this case, still applies. I see ranged dmg I see heavy dmg I see debuffs I see buffs Melee dmg crowd control I applaud you for calling out anyone who is trying to split hairs, if that's what they are doing. Thanks.
  6. SOMETHING LIKE THAT, LMAO
  7. Two corruptors, two very high dmg corruptors. The brute was very good dmg. Even the tanker was a dmg oriented tank -- Fire/EM tank. We had a good repertoire of buffs and debuffs. To me, that was a balanced team. The time was a reflection of balance, good team, player skills, and decent performance.
  8. I am willing to bet that our definitions or views of other aspects of the game are not the same either... 😇
  9. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! GeoAtomica MoITF build: Level 50 Magic Dominator Primary Power Set: Earth Control Secondary Power Set: Radioactive Assault Power Pool: Speed Power Pool: Flight Power Pool: Concealment Power Pool: Fighting Ancillary Pool: Soul Mastery Villain Profile: Level 1: Fossilize -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprAscoft-EndRdx/Rchg(3), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), SprAscoft-Rchg/+Dmg%(7) Level 1: Neutrino Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11) Level 2: Contaminated Strike -- Hct-Acc/Dmg/Rchg(A), Hct-Dmg(48), Hct-Acc/Rchg(48), Hct-Dam%(50), Hct-Dmg/EndRdx(50) Level 4: X-Ray Beam -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(17) Level 6: Quicksand -- PcnoftheT-Acc/Slow(A), PcnoftheT-Dmg/Slow(17), PcnoftheT-Acc/EndRdx(19), PcnoftheT-Rng/Slow(19), PcnoftheT-EndRdx/Rchg/Slow(21), PcnoftheT--Rchg%(21) Level 8: Salt Crystals -- CaloftheS-Acc/Rchg(A), CaloftheS-EndRdx/Sleep(33), CaloftheS-Acc/EndRdx(33), CaloftheS-Sleep/Rng(34), CaloftheS-Acc/Sleep/Rchg(34) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 12: Stalagmites -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(23), SprDmnGrs-EndRdx/Rchg(23), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(25), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(27), SprDmnGrs-Rchg/Fiery Orb(29) Level 14: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(34), Rct-ResDam%(36), Ksm-ToHit+(48) Level 16: Fly -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A) Level 18: Earthquake -- DmpSpr-ToHitDeb(A), DmpSpr-ToHitDeb/Rchg/EndRdx(25), DmpSpr-ToHitDeb/EndRdx(27), DmpSpr-Rchg/EndRdx(31), DmpSpr-ToHitDeb/Rchg(33) Level 20: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(39) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResKB(39), RctArm-ResDam/EndRdx(43), RctArm-EndRdx(43), RctArm-ResDam(46), RctArm-ResDam/EndRdx/Rchg(46) Level 26: Volcanic Gasses -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-EndRdx/Rchg/Hold(37), BslGaz-Acc/Rchg(37), BslGaz-Rchg/Hold(37), BslGaz-Acc/Hold(46) Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def/EndRdx/Rchg(31) Level 30: Radiation Siphon -- TchoftheN-Acc/EndRdx/Heal/HP/Regen(A), TchoftheN-Acc/Heal(31), TchoftheN-Heal/HP/Regen/Rchg(36) Level 32: Animate Stone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Acc/Dmg/Rchg(40), ExpRnf-Dmg/EndRdx(40) Level 35: Proton Volley -- StnoftheM-Dmg/EndRdx/Rchg(A), StnoftheM-Dmg/EndRdx(42), StnoftheM-Acc/Dmg(42), StnoftheM-Dmg/ActRdx/Rchg(42), StnoftheM-Dam%(43) Level 38: Fusion -- HO:Membr(A) Level 41: Dark Embrace -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(45), RctArm-EndRdx(45), RctArm-ResDam/EndRdx/Rchg(45) Level 44: Afterburner -- LucoftheG-Def/Rchg+(A) Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 49: Phase Shift -- EndRdx-I(A) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Prv-Absorb%(40) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 50: Agility Core Paragon Level 50: High Pain Threshold Level 50: Invader Level 50: Born In Battle ------------
  10. Ice, for the slows, and slows = dmg reduction. But still being decent dmg among your available options. Dual Pistols , for dmg reduction, also decent dmg. Sonic for dmg reduction as well, yes, I mean dmg reduction because every time you debuff resistance you multiply the strength of any source of dmg reduction applied.
  11. It's not a big deal at all for the general content of the game. Since the game, a huge portion of it, is just way too easy. Teams in general content go either of two ways quickly - 1. They either steam roll it quickly making you feel like you don't make that much of a difference outside of your recharge buffs and AMP UP and Status Protection. or 2. They going to benefit a lot from the support like this combo provides. IN such cases powerbosted shields will not make a big deal. I steer away from the general content of the game in teams of 8. If I am going to do the general content, I am going to do it either solo or very small teams, 2-4, and set it at 4x8. Even then, the lack of powerboost is not that big of a deal. I keep two builds and I recommend everyone invests enough to do that, too. Experience could be a good guide as to what build you will choose. The issue about hard content with energy dmg is that the pressure is on you to be very sturdy so you can keep up your buff and healing duties, so that's why I recommend Mu Mastery for AEON SF and 801s where energy dmg is abundant and hits very hard. You need to be as sturdy as you can because some times you are the last line of defense, 5 dead and only 2-3 of you alive, you going to be key to make sure a recovery is managed for the team. You should be able to shield consistently with the absorbs to a degree that your own survival will compensate for your lack of power boost for the team. In the ITF that is not an issue since your shield corresponds to the type of dmg that is prevalent, Soul Mastery, Dark Embrace.
  12. I feel we had a balanced blend of buffs and debuffs and damage. Having no voice communications, no set systematic routines, and mainly just "going with the flow", I think we did very well. The adrenaline rush was at peak and the fun factor was also at max.
  13. I love this sooo much. Let me add other mixes Elec Affinity + Cold + Nature + Kinetics If no Kinetics is available at all Then Elec Affinity + Nature + Cold + Thermal If time is of the essence we can get 6 barriers in team Then EITHER one - Elec Affinity or Nature , NOT BOTH Cold x 2 Kinetics If and when we get a rework to Force Field Then Force field (clarion radial and Powerbuild up shields) Kinetics Nature or Elec Affinity Poison Done _________________ Experiments I want to run 2 thermals 2 empathy Max resists + maxed out regen for everyone permanently 2 Forge + 2 Fortitude - lots of dmg buffs all over the place Plus barriers for the defenses on top of the fortitudes Each empathy can have enough recharge for 4 fortitudes , half the team, thus full coverage.
  14. Glad to help
  15. Very welcome, my friend. The buffs don't last five seconds with the exception of the buff that works like the Force Feedback recharge + proc, except it works 100% of the time. That recharge boost last 4-5 seconds and it works every time it is cast. It's a pretty sweet buff. After 5-6 seconds it is recharged and ready to be used again. If you want or need endurance boost. Not super important like the Absorbs That's the only one that lasts so short. I don't know why you said that buffs lasts only 5 seconds.
  16. If I can't make it work solo, I don't want it 🙂 hehe. I mean, I took an empath and solo'd the ITF , 54x8, no insps 🙂 You are very welcome
  17. Absolutely, Electric Affinity is a T1 support set, even in 801 , level 9 and 10, AEON SF, and HM ITF. Defense and absorbs and resists are at the top for the hardest content. Elec Affinity Absorbs are the fastest recharge absorbs in the game. With PB and absorb, you getting powerful absorbs that will save teams when in the move. The resists by elec affinity are mobile. You cast it when in place, the team gets it. For example, you move to the cyst, you cast it in the area. 3 seconds later it is up again, ready to be cast even if your resists shield is up again, but it's not only a resists shield, it is also a status protection for everyone. Then you have empowering circuit which on a defender it is twice as strong as Tactics. It is also a decent dmg buff (permanently available) Fubar, you don't have any practice with Elec Affinity, unless I am missing something. Allow me to share with you what practice has taught me from using elec affinity, nature and empathy -- You certainly do attack as elec affinity. It's a matter of pressing the routine powers and done. Those routine powers are always 1. The resist shield for the team which is also status protection These other powers are cast ONLY if you need them to be cast because they wore off or expired 1. Absorb ( the absorbs are relatively close to the absorb in nature but it recharges in only 4 seconds ) That does NOT mean it will expire in 4 seconds. It only means that if needed again, you have it way way sooner than Nature. Nature takes WAY much longer for the absorb to recharge. So, for mobility and frequent use, the absorb for elec wins hands down. 2. Empowering circuit ( To hit and dmg buff) 3. Heal Since elec affinity is very fast casting, that takes very little time to do. The only time you are busy with buffing is when the team is getting hammered very hard. Those times , your attacking is limited, but that has nothing to do with Elec Affinity. That has to do with the team getting hit too hard or too frequent that it limits how much attacking you can do as a defender with elec affinity Then you have the issue that elec affinity will provide the strongest recharge buffs in the game for your team mates. That means more dmg, more defenses if they are dependent on high recharge, more of everything that relies on high recharge. The new ITF is FILLED with SLOWS and -recharge debuffs in PART 2. Elec Affinity is perfect to help counter those debuffs. The rez that is up 30 secs and can potentially rez the whole team, something that is invaluable in HM ITF. It lets the team get back in the fight faster. The only other rez in power sets that can rez the whole team is Dark's. That takes a looong time to recharge. So, yeah, practice and data suggest and support, that Elec Affinity is T1. Take it from someone who's played them. As a friend, as someone who loves teaming with you any time doing anything, please listen as I state this with kindness -- You have played neither but only been on the receiving end of them. Please be open to try to view it from my end, the driver. It is a total different issue when you are at the wheel driving the car. Your comment about regen -- Regen is a very strong buff for any hard mode CoH. If you combine that with strong resists, a very strong regen will help tremendously.
  18. Things not cool between us, Flea?
  19. I don't know if you are asking me or @Cyber Bishop In any case my build is posted on Discord. Look in the Master ITF chnl.
  20. This comment is not fair at all. This post is not about quality player nor is it about player skills Having said that, I have to echo what Fubar said, I rather have a great player with power sets that contribute in the strongest ways. You are not going to have that is most PUGs, but it is w/e it is. The discussion about how good a player is can be taken to another thread but this is not the place.
  21. Elec Affinity definitely belongs on T1. The only other set that comes close to the powerful buffing/healing of Elec Affinity is Nature. I read this post after I schooled @FUBARczar on the issue. I am sure he wrote this before discussion the issue with me I play both, and, modesty a little to the side, I play both of them well. I have lots of experience with both. Now, in my best case scenario, I want a Nature and an Elec Affinity in the team, since Elec Affinity will buff Nature like no other set can buff a nature, namely because of AMP UP being permanently placed on him or her. The other possible combo mixesI have done personally is Elec Affinity with Empathy and Nature with Empathy. The regen auras play a huge role for survival and sustaining. Adrenaline Boost and Regen aura on any Brute or tanker and it is going to be extremely hard to kill him, and if you have a WP tanker, it's going to be nigh immortal. Incandescence is a key incarnate to have for any buffer/healer. _______________________________________________________________________ I want to help out Fubar here in explaining his thinking The reason why the only debuffers in his list of T1 is Cold and Thermal is because Cold (or Thermal) has buffs and debuffs. Nature has some and Elec Affinity has some but certainly they are no where near the big boys of debuff categories. Nature has some good resists debuffs, which can also multiply the damage debuffs. If I was making this list, I would Separate buffs and debuffs, some powers might make it on both lists. Debuffs only, I have to hand it to Trick Arrow, the king of all Debuffs sets and it's mainly because of the Acid Arrow power, a power unlike any other in all the debuffs sets. That's the one that lowers the resistances to all the debuffs resistances , thus amplifying w/e other debuffs are casts. Poison provides very strong resistances debuffs which also increase dmg The only SPECIFIC COMBO I would place on a T1 or T2 is Sonic/Sonic defender or Corruptor if it's an all Corruptor team. It has to be Sonic/Sonic combo and not Sonic/ something else. The reason is that Sonic resonance has a total of 60% resistance debuff but when combined with Sonic Blast, that amount is significantly higher, easily dishing out 100%+ resistance debuffs. Traps would also be among the contenders for strong debuffers. I would make two lists. One power set that I would place in its own category is Kinetics. It is simply way way too different at what it does as a whole. The fastest runs in 4 stars ITF runs is with kinetics and I don't think that will ever change. It is a must when you want to do something well and do it as fast as you can. ______________________________________________________
  22. The post has been edited For some odd reason, the rez was missing and instead "evasive maneuvers" (or the old "afterburner") was there. The build now has the resurrect power in the link above
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